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Human Cleric 1

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0% found this document useful (0 votes)
100 views5 pages

Human Cleric 1

Uploaded by

Carlos Netto
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Confidential

 information  of  Wizards  of  the  Coast  LLC.  


Do  not  distribute.  

Level  1  Human  Cleric  


AC  18   Hit  Points  11     Casting  a  Spell:  When  you  cast  a  spell,  choose  
Speed  25  ft.   Hit  Dice  1d8   one  of  your  prepared  spells  and  use  a  spell  slot  of  
  that  spell’s  level  or  higher.  After  you  cast  the  spell,  
Strength   16   (+3)   you  lose  the  use  of  that  slot  until  you  prepare  spells  
again,  but  you  still  have  the  spell  prepared.  
Dexterity   11   (+0)*  
  You  can  use  your  spell  slots  to  cast  any  
Constitution   14   (+2)   combination  of  spells  you  have  prepared,  as  long  as  
Intelligence   9   (–1)   you  respect  the  limit  on  spells  you  can  cast  of  a  
Wisdom   16   (+3)   specific  level.  For  example,  if  you  have  bless  and  
Charisma   13   (+1)   cure  light  wounds  prepared  and  have  two  1st-­‐level  
*  Due  to  your  armor,  you  have  disadvantage  on  any   spell  slots  available,  you  can  cast  each  spell  once  or  
check  you  make  to  hide  or  move  silently.   cast  one  of  those  spells  twice.  
  Rituals:  You  can  cast  any  spell  you  have  prepared  
Attacks   as  a  ritual,  provided  that  the  spell  has  a  ritual  
Mace  +4;  1d6  +  3  bludgeoning  damage   version.  
    Saving  Throw  DCs:  When  a  cleric  spell  that  you  
See  also  Sacred  Flame   cast  calls  for  a  saving  throw,  the  save  DC  equals  14.  
  Channel  Divinity:  You  can  channel  divinity  once  
Skills   per  day.  Your  deity  choice  determines  how  you  can  
  Skills:  Perform,  persuade,  sense  motive,  and   channel  divinity.  
recall  lore  (religious  lore).     When  you  channel  divinity,  you  choose  an  option  
  Religious  Knowledge:  You  have  advantage  on   granted  by  your  deity  and  gain  its  benefits.  
all  Intelligence  checks  to  recall  religious  lore.     Positive  Energy  Burst:  As  an  action,  you  can  
expend  one  of  your  uses  of  channel  divinity  to  send  
Race:  Human   a  burst  of  positive  energy  into  a  living  creature.  
  Languages:  Common.   Choose  a  living  creature  within  30  feet  of  you.  That  
creature  regains  2d10  hit  points.  
Class:  Cleric     Spiritual  Vestment:  When  you  take  damage,  you  
  Armor  and  Weapon  Proficiencies:  You  are   can  expend  a  use  of  your  channel  divinity  as  a  
proficient  with  all  armor  and  shields.  You  are  also   reaction.  When  you  do  so,  reduce  the  damage  you  
proficient  with  all  simple  weapons.   take  by  15.  
  Deity:  You  worship  the  lifegiver.  As  a  devotee  of     Turn  Undead:  As  an  action,  you  can  expend  one  
life,  you  can  foster  health  and  healing  in  the  people   of  your  uses  of  channel  divinity  to  channel  positive  
you  attend.   energy.  When  you  do  so,  each  undead  creature  
  Disciple  of  Life:  When  you  cast  any  of  the   within  30  feet  of  you  that  has  hit  points  equal  to  or  
Lifegiver’s  domain  spells,  the  spell  restores   less  than  twice  your  cleric  level  is  destroyed.  
additional  hit  points  equal  to  2  +  the  spell’s  level.     Each  remaining  undead  creature  within  30  feet  
  Spellcasting:  You  can  prepare  up  to  two  spells   of  you  that  has  hit  points  equal  to  or  less  than  five  
per  day  beyond  those  granted  by  your  domain.  You   times  your  cleric  level  is  turned.  A  turned  creature  
have  two  1st-­‐level  spell  slots  that  you  can  use  to   is  affected  for  1  minute  or  until  it  takes  damage  
cast  1st-­‐level  spells  you’ve  prepared.     from  an  attack  or  a  spell.  It  must  spend  its  turns  
  Spell  Preparation:  You  must  prepare  your  spells   trying  to  get  as  far  away  from  you  as  it  can.  It  
before  casting  them.  You  prepare  spells  by   cannot  willingly  move  within  30  feet  of  you  (unless  
choosing  spells  from  the  cleric  spell  list.  Preparing   there  is  nowhere  else  it  can  move),  it  cannot  take  
your  spells  requires  time  spent  in  prayer  and   reactions,  and  it  can  use  its  actions  only  to  hustle  
meditation:  at  least  one  minute  per  spell  level  for   or  to  try  to  escape  from  an  effect  that  prevents  it  
each  spell  you  prepare.   from  moving.  

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Spells  
  Cantrips:  You  know  the  sacred  flame  and  spare  
the  dying  cantrips.  
  Domain  Spell:  You  are  always  considered  to  
have  the  cure  wounds  spell  prepared.  
  Spell  List:  You  can  choose  to  prepare  spells  from  
the  following  1st-­‐level  cleric  spell  list.  
 
Level  1  Spells  
Bless  
Cause  Fear  
Command  
Create  Water  
Cure  Wounds  
Detect  Magic  
Detect  Undead  
Divine  Favor  
Inflict  Wounds  
Protection  from  Evil  
Sanctuary  
Shield  of  Faith  

Background:  Priest  
  Temple  Services:  You  belong  to  a  specific  
temple  dedicated  to  your  chosen  power.  You  have  
a  residence  there,  and  you  can  perform  religious  
ceremonies  and  offer  sermons  drawn  from  the  
sacred  teachings  of  your  faith.  While  near  your  
temple,  you  can  call  upon  acolytes  and  fellow  
priests  for  assistance,  provided  the  assistance  you  
ask  for  is  not  hazardous  and  you  remain  in  good  
standing  with  your  temple.  
  Additionally,  when  you  are  in  a  location  that  has  
a  temple,  shrine,  or  other  presence  of  your  faith,  
you  can  expect  to  receive  free  healing,  care,  and  
religious  services  for  yourself  and  your  
adventuring  companions  from  others  aligned  with  
your  faith.  

Equipment  
Chain  mail,  shield,  mace,  two  holy  symbols,  two  
flasks  of  holy  water,  ink,  ink  pen,  paper  (ten  
sheets),  vestments,  a  belt  pouch  containing  17  gp,  8  
sp,  and  8  cp,  and  an  adventurer’s  kit  consisting  of  a  
backpack,  a  healer’s  kit,  a  mess  kit,  50  feet  of  
hempen  rope,  a  tinderbox,  ten  torches,  ten  days  of  
rations,  and  a  waterskin  

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Spells  for  Pre-­‐Generated  Cleric  Character  


 
 
Bless   Create  or  Destroy  Water  
1st-­level  conjuration   1st-­level  transmutation  
You  bestow  a  blessing  on  your  companions,  giving   Water  condenses  out  of  the  air  at  a  point  you  
them  the  heart  to  face  their  present  trial.   choose,  falling  like  rain.  Or  water  evaporates  at  
  Casting  Time:  1  action   your  command.  
  Range:  25  feet     Casting  Time:  1  action  
  Duration:  Concentration,  up  to  10  minutes     Range:  25  feet  
  Effect:  Choose  any  number  of  creatures  within     Duration:  Instantaneous  
range  that  are  not  already  affected  by  this  spell.     Effect:  You  either  create  or  destroy  water.  
Whenever  a  target  makes  an  attack  roll  or  a     Create  Water:  You  create  up  to  2  gallons  of  clean  
saving  throw  before  the  spell  ends,  it  can  add  a  d4   water  within  range  in  an  open  container.  
to  the  result.   Alternatively,  the  water  falls  as  rain  in  a  25-­‐foot  
cube  within  range,  extinguishing  exposed  flames  
Command   in  the  area.  
1st-­level  enchantment     The  spell  produces  enough  drinkable  water  to  
sustain  one  Small  or  Medium  creature  for  24  
You  channel  supernatural  authority  to  compel  a   hours.  
creature  into  obedience.     Destroy  Water:  You  destroy  up  to  2  gallons  of  
  Casting  Time:  1  action   water  in  an  open  container  within  range.  
  Range:  50  feet   Alternatively,  you  destroy  fog  in  a  25-­‐foot  cube  
  Duration:  1  round   within  range.  
  Effect:  You  speak  a  one-­‐word  command  to  a     At  Higher  Levels:  When  you  cast  this  spell  using  
living  creature  within  range.  It  must  succeed  on  a   a  spell  slot  of  2nd  level  or  higher,  you  create  or  
Wisdom  saving  throw  or  follow  the  command  on   destroy  2  additional  gallons  of  water  for  each  
its  next  turn,  unless  the  creature  doesn’t   level  above  1st.  
understand  it.     Material  Components:  A  drop  of  water  if  
  Some  typical  commands  and  their  effects  follow.   creating  water  or  a  few  grains  of  sand  if  
You  might  issue  a  command  other  than  one   destroying  it.  
described  here.  If  you  do  so,  the  DM  determines  
how  the  target  behaves.  If  the  target  is  prevented  
from  following  the  command  issued  to  it,  the  spell  
Cure  Wounds  
1st-­level  conjuration  
ends.  
  Approach:  The  target  moves  toward  you  by  the   You  channel  positive  energy  into  an  injured  
shortest  and  most  direct  route,  ending  its  turn  if  it   creature  to  mend  its  wounds.  
moves  within  5  feet  of  you.     Casting  Time:  1  action  
  Drop:  The  target  drops  whatever  it  is  holding     Range:  Touch  
and  then  ends  its  turn.     Duration:  Instantaneous  
  Flee:  The  target  spends  its  turn  moving  away     Effect:  You  touch  a  living  creature,  and  that  
from  you  by  the  fastest  available  means.   creature  regains  2d8  +  2  hit  points.  
  Grovel:  The  target  falls  prone  and  then  ends  its     At  Higher  Levels:  When  you  cast  this  spell  using  
turn.   a  spell  slot  of  2nd  level  or  higher,  the  healing  
  Halt:  The  target  does  not  move  and  takes  no   increases  by  2d8  for  each  level  above  1st.  
actions.  A  flying  creature  stays  aloft,  provided  it  is  
able  to  do  so.  

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Detect  Good  and  Evil     Effect:  For  the  duration,  if  there  is  poison,  a  
1st-­level  divination  (ritual)   poisonous  creature,  or  a  disease  within  25  feet  of  
you,  you  know  it,  where  the  source  of  the  poison  
Your  spell  allows  you  to  perceive  strong   or  disease  is,  and  what  kind  of  poison,  poisonous  
concentrations  of  good  or  evil,  as  well  as   creature,  or  disease  is  present.  
creatures  formed  by  them.     The  spell  can  penetrate  most  barriers,  but  it  is  
  Casting  Time:  1  action   blocked  by  1  foot  of  stone,  1  inch  of  common  
  Range:  Self   metal,  a  thin  sheet  of  lead,  or  3  feet  of  wood  or  
  Duration:  Concentration,  up  to  10  minutes   dirt.  
  Effect:  For  the  duration,  you  detect  the  
presence  of  any  celestial,  fiend,  or  undead   Healing  Word  
creature  within  25  feet  of  you,  and  such  creatures   1st-­level  conjuration  
cannot  become  hidden  from  you.  Within  the  same  
radius,  you  detect  the  presence  of  any  place  or   You  call  out  a  single  word  of  restoration.  
object  that  has  been  consecrated  or  desecrated  by     Casting  Time:  Swift  
magic.     Range:  50  feet  
  The  spell  can  penetrate  most  barriers,  but  it  is     Duration:  Instantaneous  
blocked  by  1  foot  of  stone,  1  inch  of  common     Effect:  Choose  a  living  creature  within  range.  It  
metal,  a  thin  sheet  of  lead,  or  3  feet  of  wood  or   regains  1d8  +  2  hit  points.  
dirt.     At  Higher  Levels:  When  you  cast  this  spell  using  
a  spell  slot  of  2nd  level  or  higher,  the  hit  points  
Detect  Magic   regained  increase  by  1d8  for  each  level  above  1st.  
1st-­level  divination  (ritual)  
Inflict  Wounds  
Upon  casting  detect  magic,  you  sense  any  magic  in   1st-­level  necromancy  
the  area.  Studying  the  auras  can  give  you  clues  to  
the  nature  of  the  magic.   The  negative  energy  that  you  channel  instantly  
  Casting  Time:  1  action   saps  life  from  a  living  creature.  
  Range:  Self     Casting  Time:  1  action  
  Duration:  Concentration,  up  to  10  minutes     Range:  25  feet  
  Effect:  For  the  duration,  you  sense  the  presence     Duration:  Instantaneous  
of  magic  within  25  feet  of  you.  If  you  sense  magic,     Effect:  Choose  a  living  creature  within  range  
you  can  use  your  action  to  see  a  faint  aura  around   that  you  can  see.  It  must  make  a  Constitution  
any  creature  or  object  in  the  area  that  bears  magic,   saving  throw.  It  takes  3d8  necrotic  damage  on  a  
and  you  learn  its  school  of  magic,  if  any.   failed  save,  and  half  as  much  damage  on  a  
  The  spell  can  penetrate  most  barriers,  but  it  is   successful  one.  
blocked  by  1  foot  of  stone,  1  inch  of  common     At  Higher  Levels:  When  you  cast  this  spell  using  
metal,  a  thin  sheet  of  lead,  or  3  feet  of  wood  or   a  spell  slot  of  2nd  level  or  higher,  the  damage  
dirt.   increases  by  1d8  for  each  level  above  1st.  

Detect  Poison  and  Disease   Protection  from  Evil  


1st-­level  divination  (ritual)   1st-­level  abjuration  

You  cast  a  spell  that  allows  you  to  perceive  the   With  incense  and  sprinkled  holy  water,  you  ward  
least  hint  of  poison,  venom,  disease,  and  similar   your  subject  against  evil  spirits  and  influences.  
toxins  and  contagions,  such  as  those  that  are     Casting  Time:  1  action  
secreted  by  a  beast  or  applied  to  an  assassin’s     Range:  Touch  
blade.     Duration:  1  minute  
  Casting  Time:  1  action     Effect:  You  touch  a  willing  creature.  Until  the  
  Range:  Self   spell  ends,  that  creature  has  advantage  on  saving  
  Duration:  Concentration,  up  to  10  minutes   throws  against  effects  created  by  fiends  and  

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undead,  and  cannot  be  charmed  or  frightened  by   from  area  effects,  such  as  the  explosion  of  a  
such  creatures.   fireball.  
  Material  Components:  Holy  water  and  incense.     If  the  chosen  creature  makes  an  attack  or  casts  a  
harmful  spell,  this  spell  ends  early.  
Purify  Food  and  Drink  
1st-­level  transmutation  (ritual)   Shield  of  Faith  
1st-­level  abjuration  
Your  incantation  purifies  spoiled,  poisonous,  or  
otherwise  contaminated  food  and  water,  making   You  call  out  a  prayer  to  protect  an  imperiled  ally.  
it  suitable  for  consumption.   A  shimmering  field  surrounds  and  shields  your  
  Casting  Time:  1  action   target,  helping  to  deflect  attacks.  
  Range:  10  feet     Casting  Time:  Swift  
  Duration:  Instantaneous     Range:  50  feet  
  Effect:  Choose  a  point  within  range.  All     Duration:  Concentration,  up  to  10  minutes  
nonmagical  food  and  drink  within  a  5-­‐foot-­‐radius     Effect:  Choose  a  creature  within  range.  That  
cloud  centered  on  that  point  is  purified  and   creature  gains  a  +1  bonus  to  AC.  The  bonus  lasts  
rendered  toxin  and  disease  free.   for  the  duration.  
  Material  Components:  A  small  parchment  with  
Sacred  Flame   a  bit  of  holy  text  written  on  it.  
Evocation  cantrip  
Tongues  of  flame-­‐like  radiance  descend  from  
Spare  the  Dying  
Conjuration  cantrip  
above,  searing  your  enemy.  
  Casting  Time:  1  action   Your  intervention  pulls  a  dying  creature  from  the  
  Range:  25  feet   brink  of  death.  
  Duration:  Instantaneous     Casting  Time:  Swift  
  Effect:  Choose  a  creature  within  range  that  you     Range:  Touch  
can  see.  Gaining  no  benefit  from  cover,  the  target     Duration:  Instantaneous  
must  succeed  on  a  Dexterity  saving  throw  or  take     Effect:  Touch  a  living  creature  that  has  0  hit  
1d8  radiant  damage.   points.  The  creature  regains  1  hit  point.  
  At  Higher  Levels:  The  spell’s  damage  increases  
by  1d8  when  you  reach  a  caster  level  of  5th  (2d8),    
10th  (3d8),  15th  (4d8),  and  20th  (5d8).  

Sanctuary  
1st-­level  abjuration  
Healers  sometimes  cast  sanctuary  on  themselves  
so  they  can  cast  curative  spells  without  the  risk  of  
interference  from  their  foes.  The  spell  is  also  
useful  for  keeping  an  important  person  safe  while  
a  battle  rages.  
  Casting  Time:  Swift  
  Range:  25  feet  
  Duration:  1  minute  
  Effect:  Choose  a  creature  within  range.  Until  the  
spell  ends,  anyone  who  targets  that  creature  with  
an  attack  or  a  harmful  spell  must  first  make  a  
Wisdom  saving  throw.  On  a  failed  save,  it  must  
choose  a  new  target  or  lose  the  attack  or  spell.  
Sanctuary  doesn’t  protect  the  chosen  creature  

D&D  Next  Playtest   ©2013  Wizards  

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